Scene, ChangeSceneEvent, MoveViewportEvent, WorldEvent, defer_to_update)
from ..constants import TILE_SIZE, WIDTH, HEIGHT
from ..gamelib.items import clone_old_item, create_new_item
+from ..hud import HudActor
from ..roaches import build_roach
from ..vehicles.base import Vehicle
from ..weapons import weapon_by_name
return "<PlayerStats health=%d smart=%d fast=%d strong=%d>" % (
self.health, self.smart, self.fast, self.strong)
+ def __eq__(self, other):
+ if not isinstance(other, PlayerStats):
+ return NotImplemented
+ return all(
+ (self.health == other.health, self.smart == other.smart,
+ self.fast == other.fast, self.strong == other.strong))
+
def _count_attr(self, attr, roaches):
attrs = [r[attr] for r in roaches]
attrs = [a for a in attrs if a]
self._items = self.actors.add_layer("items", level=9)
self._generators = self.actors.add_layer("enemy generators", level=8)
self._enemies = self.actors.add_layer("enemies", level=11)
+ self._hud = self.actors.add_layer("hud", level=12)
+ self._hud.add(HudActor(
+ self._stats, anchor=("right", "bottom"), pos=(WIDTH, HEIGHT)))
self._vehicle = Vehicle.current(world)
self._mode = 'walk'
self._angle = 0 # up
bullet.game_pos[1] * TILE_SIZE + (TILE_SIZE // 2))
self._check_for_bullet_hits()
self._update_player_stats(world)
+ self._hud[0].stats = self._stats
more = self._check_held_keys(dt)
if more:
events.extend(more)
def __init__(self, suffix):
self.suffix = suffix
+ def assemble_icon(self, name):
+ assert name in SERUMS
+ serum_icon = images.load(safepath("serum%s/%s") % (
+ self.suffix, SERUM_TILENAME_MAP[name],))
+ frame = serum_icon.copy()
+ frame.fill(SERUM_OVERLAY_COLORS[name], None, BLEND_RGBA_MULT)
+ return frame
+
def assemble(self, name):
assert name in SERUMS
puddle = images.load(safepath("serum%s/serum") % (self.suffix,))